Combine ported
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5b3d883488
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49663217e2
3 changed files with 16 additions and 12 deletions
22
combine.cc
22
combine.cc
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@ -16,12 +16,11 @@ T_CombinePass::T_CombinePass(
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__rw__ T_Texture& image ,
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__rw__ T_Texture& image ,
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__rw__ T_Texture& bloom )
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__rw__ T_Texture& bloom )
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: txImage_( image ) , txBloom_( bloom ) ,
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: txImage_( image ) , txBloom_( bloom ) ,
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program_( GL_FRAGMENT_SHADER ) ,
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bloomStrength_( 0.45 ) ,
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bloomStrength_( 0.45 ) ,
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bloomAttenuation_( 0.3 )
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bloomAttenuation_( 0.3 )
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{
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{
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program_.addFile( "combine.glsl" );
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program_ = Globals::Shaders( ).pipeline({
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program_.load( );
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"fullscreen.v.glsl" , "combine.f.glsl" });
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}
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}
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void T_CombinePass::render( )
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void T_CombinePass::render( )
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@ -30,16 +29,19 @@ void T_CombinePass::render( )
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T_Rendertarget::MainOutput( );
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T_Rendertarget::MainOutput( );
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glClearColor( 1 , 0 , 1 , 1 );
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glClearColor( 1 , 0 , 1 , 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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glClear( GL_COLOR_BUFFER_BIT );
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if ( program_.activate( ) ) {
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if ( program_.valid( ) ) {
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auto& tm( Globals::Textures( ) );
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auto& tm( Globals::Textures( ) );
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tm.bind( 0 , txImage_ );
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tm.bind( 0 , txImage_ );
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tm.bind( 1 , txBloom_ );
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tm.bind( 1 , txBloom_ );
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glUniform1i( 0 , 0 );
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glUniform1i( 1 , 1 );
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const auto id( program_.program( E_ShaderType::FRAGMENT ) );
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glUniform2f( 2 , txImage_.width( ) , txImage_.height( ) );
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program_.enable( );
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glUniform2f( 3 , bloomStrength_ , bloomAttenuation_ );
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glProgramUniform1i( id , 0 , 0 );
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glRectf( -1, -1 , 1 , 1 );
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glProgramUniform1i( id , 1 , 1 );
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glBindTexture( GL_TEXTURE_2D , 0 );
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glProgramUniform2f( id , 2 , txImage_.width( ) , txImage_.height( ) );
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glProgramUniform2f( id , 3 , bloomStrength_ , bloomAttenuation_ );
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glDrawArrays( GL_TRIANGLE_STRIP , 0 , 4 );
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}
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}
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PEND( );
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PEND( );
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}
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}
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@ -1,7 +1,7 @@
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#pragma once
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#pragma once
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#include "rendertarget.hh"
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#include "rendertarget.hh"
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#include "programs.hh"
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#include "shaders.hh"
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struct T_CombinePass
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struct T_CombinePass
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@ -20,7 +20,7 @@ struct T_CombinePass
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T_Texture& txImage_;
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T_Texture& txImage_;
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T_Texture& txBloom_;
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T_Texture& txBloom_;
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T_ShaderProgram program_;
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T_ShaderPipeline program_;
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float bloomStrength_;
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float bloomStrength_;
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float bloomAttenuation_;
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float bloomAttenuation_;
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@ -1,5 +1,7 @@
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#version 450 core
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#version 450 core
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//! type fragment
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layout( location = 0 ) uniform sampler2D u_MainInput;
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layout( location = 0 ) uniform sampler2D u_MainInput;
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layout( location = 1 ) uniform sampler2D u_BlurInput;
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layout( location = 1 ) uniform sampler2D u_BlurInput;
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layout( location = 2 ) uniform vec2 u_OutputSize;
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layout( location = 2 ) uniform vec2 u_OutputSize;
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